class xT_DroppedPickup_Tile_AttachBox extends DynamicSMActor notplaceable;

//=============================================================================
// DefaultProperties
//=============================================================================
defaultproperties
{
	Components.Remove(MyLightEnvironment)
	Components.Remove(StaticMeshComponent0)

	bStatic=FALSE
	bNoDelete=FALSE

	CollisionType = COLLIDE_TouchAll
	TickGroup=TG_PostAsyncWork
	Physics=PHYS_None

	bCollideActors = TRUE
	bBlockActors = FALSE
	bAlwaysTick = FALSE
	bCollideWorld = FALSE
	BlockRigidBody = FALSE
	bCanStepUpOn = TRUE
	bWorldGeometry = FALSE
	bIgnoreEncroachers=TRUE

	Begin Object Class=StaticMeshComponent Name=WeaponBox    
		StaticMesh = StaticMesh'WP_Tools.Meshes.Box64'

		AlwaysCheckCollision = TRUE

		bAcceptsLights = FALSE
		bAcceptsDynamicLights = FALSE
		bForceDirectLightMap = FALSE

		bAcceptsDecals = FALSE
		bAcceptsDynamicDecals = FALSE
		bAcceptsStaticDecals = FALSE
		bAcceptsDecalsDuringGameplay = FALSE
		bAllowDecalAutomaticReAttach = FALSE  

		bAllowAmbientOcclusion = FALSE
		bAllowApproximateOcclusion = FALSE
		bAllowCullDistanceVolume = FALSE   
	 
		bForceMipStreaming = FALSE	

		CastShadow = FALSE
		bCastDynamicShadow = FALSE
		bCastHiddenShadow = FALSE
		bUsePrecomputedShadows = FALSE
		bAllowShadowFade = FALSE
		bAcceptsDynamicDominantLightShadows = FALSE
		
		bDisableAllRigidBody = FALSE
		BlockRigidBody = FALSE
		BlockActors = FALSE
		BlockZeroExtent = TRUE //true for traces
		BlockNonZeroExtent = FALSE
		CollideActors = TRUE

		DepthPriorityGroup=SDPG_World

		//RBCollideWithChannels=(Default=FALSE, BlockingVolume=FALSE, GameplayPhysics=FALSE, EffectPhysics=FALSE, Vehicle=FALSE, Untitled3=FALSE, Pawn=FALSE)
    End Object
	CollisionComponent=WeaponBox
	StaticMeshComponent=WeaponBox
	Components.Add(WeaponBox)

	bCanBeDamaged = FALSE

	bHardAttach = TRUE
}
